Is the BAR gun a LMG in FPS games? An in-depth investigation

As an avid military FPS gamer and machine gun enthusiast, I‘ve long been fascinated by the unique Browning Automatic Rifle (BAR). This selective-fire beast from World War I blurs the lines between assault rifle and light machine gun – both in real life and in the game sphere.

But when it comes to titles like Call of Duty and Battlefield, is the BAR considered an LMG by developers? After extensive analysis from every angle, the answer is: absolutely, yes.

While the BAR was originally envisioned as an "overgrown assault rifle" when invented in 1917, its hefty weight, sustained fire abilities, and doctrine use from WW1 through Vietnam firmly cement it as a light machine gun (LMG) in function.

Let‘s closely examine the evidence from mechanical, historical, and game balancing perspectives:

The BAR‘s Real-World Attributes Peg It as a LMG

Weighing 16 pounds unloaded and firing heavyweight .30-06 rounds, the BAR nudges up against medium machine gun territory. Its firing mechanics and size compare more consistently with LMGs than assault rifles:

Specs/AttributeBARAverage WW2 Assault Rifle
Weight~16 lbs~10 lbs
Ammo.30-06 cartridgeIntermediate cartridge
Fire ModeSelectiveSelective
Fire Rate500–650 RPM~600 RPM
Feed20-round magazine30-round magazine

You can see the BAR is heavier, harder-hitting, and lower capacity compared to peer assault rifles like the STG-44 or M1 Garand.

But it‘s also lighter and more portable than medium MGs like the M1919, with its selective fire mode also lending to aggressive assaulting. Hence landing squarely in LMG territory.

The BAR‘s Combat Roles Aligned More with Support Weapons

Though envisioned as a mobile "walking fire" weapon, persistent overheating and barrel change issues caused the BAR to be used more as a sustained fire weapon from fixed/prone positions, akin to LMGs:

"The weapons squad supporting the advance picked up the scant slack. But without the walking firepower of the Chauchats [French MG], the doughboys felt naked, and the cavalrymen never got the help they were supposed to from the gunners and their new BARs." – Military historian Bruce Canfield

While assault rifles like the MP44 saw frequent run-and-gun usage by German Stormtroopers later in WW2, the BAR found its niche providing voluminous covering fire in squad maneuvers and trench warfare – hallmarks of an LMG.

Game Designers Have Categorized BAR as LMG Since Medal of Honor (1999)

Let‘s move our investigation from real-world battlefields to virtual game environments.

The preeminent class of competitive multiplayer first person shooters (FPS) over the past 20+ years has seen the BAR almost universally categorized as an LMG rather than assault rifle.

This makes complete sense, as the BAR‘s slower movement while ADS, poor sustained fire handling, and low magazine capacity (usually 20-30 rounds) make it extremely challenging to use aggressively compared to assault rifles.

Let‘s analyze the BAR‘s stats across some iconic military FPS franchises:

Call of Duty Series (2003-Present)

Firing .30-06 rounds and equipped with a bipod for stabilization, the BAR is categorized across COD games either as a primary LMG or overkill secondary LMG. Through tweaked values, the devs reinforce its suppression fire role:

GameBAR Magazine CapacityBASE MobilityRecoil Control
COD 1 (2003)20 roundsLowest (36%)Moderate
COD 2 (2005)20 roundsLower (54%)Moderate
COD WW2 (2017)24 roundsLower (88%)Moderate
Vanguard (2021)30 roundsLower (92%)Best-in-class

You can see the BAR getting mobility and handling boosts in later titles, but still under assault rifle grade.

Medal of Honor Series (1999-2012)

The OG World War 2 shooter franchise, MOH since its 1999 release has firmly placed the BAR within the LMG category. It generally suffers slower movement speed, worse hip fire accuracy, longer reload times, and lower magazine sizes than peer assault rifles.

Battlefield Series (2002-Present)

Like COD, the core BF titles categorize the BAR as an LMG when it‘s included. In BF 1918 (2002), it holds just 20 rounds. And BF1 (2016) has it suffering the worst spread increase and horizontal recoil among support guns.

So across seminal FPS franchises, while receiving tweaks, the BAR‘s attributes and balancing align more closely with LMGs across movement speed, recoil, magazine capacity, and handling.

Conclusion – The BAR is Squarely an LMG in Both Form and Function

Like in real-world battlefields, the BAR‘s portrayal in gaming clearly cements it as a Light Machine Gun rather than an assault rifle or even hybrid. Game designers have accounted for its heavier weight and unreliable sustained fire capabilities compared to peer assault weapons in their balancing decisions.

So despite being envisioned as a mobile squad rifle, the BAR‘s hefty proportions, firing mechanics, and doctrine usage make it a usuable but challenging gun confined to the LMG category. After 1000+ hours gaming the BAR‘s ups and downs, I enthusiastically agree with this classification!

I hope this deep dive has provided lots of insider context and technical analysis around the BAR‘s fascinating background. What guns should I investigate next in game vs. real world? Let me know in the comments!

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